Pixel Dust Effect - Some information What you were trying to do: Enable Night Vision on several characters What happened: (Screen shots are useful here!) The Pixel Dust mentioned in the top post started to appear. This seems to move with the individual token and appears to be a big X shape of single pixels centred around the character. So far, I can only replicate this with night vision (does not seem to happen with emitted light). Each "x" shape seems to follow a specific token, so it updates in real time and follows as you drag the token around. Steps to Reproduce: Select a token, turn vision on, turn night vision on 60ft Browser & OS info: Chrome, Windows 10 Is WebGL supported by your browser? Platform: Win32 Browser User Agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/81.0.4044.138 Safari/537.36 Context Name: webgl GL Version: WebGL 1.0 (OpenGL ES 2.0 Chromium) Shading Language Version: WebGL GLSL ES 1.0 (OpenGL ES GLSL ES 1.0 Chromium) Vendor: WebKit Renderer: WebKit WebGL Unmasked Vendor: Google Inc. Unmasked Renderer: ANGLE (NVIDIA GeForce GTX 960 Direct3D11 vs_5_0 ps_5_0) Antialiasing: Available ANGLE: Yes, D3D9 Major Performance Caveat: No Vertex Shader Max Vertex Attributes: 16 Max Vertex Uniform Vectors: 4095 Max Vertex Texture Image Units: 16 Max Varying Vectors: 30 Best float precision: [-2127, 2127] (23) Transform Feedback Coming in WebGL 2 Rasterizer Aliased Line Width Range: [1, 1] Aliased Point Size Range: [1, 1024] Fragment Shader Max Fragment Uniform Vectors: 1024 Max Texture Image Units: 16 float/int precision: highp/highp Best float precision: [-2127, 2127] (23) Framebuffer Max Color Buffers: 8 RGBA Bits: [8, 8, 8, 8] Depth / Stencil Bits: [24, 8] Max Render Buffer Size: 16384 Max Viewport Dimensions: [32767, 32767] Textures Max Texture Size: 16384 Max Cube Map Texture Size: 16384 Max Combined Texture Image Units: 32 Max Anisotropy: 16 Uniform Buffers Coming in WebGL 2 Supported Extensions: ANGLE_instanced_arrays EXT_blend_minmax EXT_color_buffer_half_float EXT_disjoint_timer_query EXT_float_blend EXT_frag_depth EXT_shader_texture_lod EXT_texture_filter_anisotropic WEBKIT_EXT_texture_filter_anisotropic EXT_sRGB KHR_parallel_shader_compile OES_element_index_uint OES_fbo_render_mipmap OES_standard_derivatives OES_texture_float OES_texture_float_linear OES_texture_half_float OES_texture_half_float_linear OES_vertex_array_object WEBGL_color_buffer_float WEBGL_compressed_texture_s3tc WEBKIT_WEBGL_compressed_texture_s3tc WEBGL_compressed_texture_s3tc_srgb WEBGL_debug_renderer_info WEBGL_debug_shaders WEBGL_depth_texture WEBKIT_WEBGL_depth_texture WEBGL_draw_buffers WEBGL_lose_context WEBKIT_WEBGL_lose_context Game Link: <a href="https://app.roll20.net/campaigns/details/5964509/wrath-of-the-righteous-pf-group" rel="nofollow">https://app.roll20.net/campaigns/details/5964509/wrath-of-the-righteous-pf-group</a> Game Settings Went from legacy DL to UDL. Map Settings Are you using Legacy or Updated? Updated Were you using Explorer Mode or not? No Were you using Daylight Mode or not? No, though it might have been on in legacy beforehand. Token Settings What kinds of light and vision were utilized on tokens? Nightvision Do you have Hardware Acceleration turned On or Off in your browser or system: On Speedtest Results Upload, Download, and Ping values. Ping 5 Download 45.78Mbps upload 18.22Mbps